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356 lines
11 KiB
356 lines
11 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "unlitgeneric_vs20.inc"
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#include "modulate_ps20.inc"
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#include "modulate_ps20b.inc"
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#include "cpp_shader_constant_register_map.h"
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#if !defined( _X360 ) && !defined( _PS3 )
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#include "modulate_ps30.inc"
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#include "unlitgeneric_vs30.inc"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "cloak_blended_pass_helper.h"
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static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
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DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX9 )
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BEGIN_VS_SHADER( Modulate_DX9,
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"Help for Modulate" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
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// Cloak Pass
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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// Cloak Pass
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
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{
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info.m_nCloakFactor = CLOAKFACTOR;
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info.m_nCloakColorTint = CLOAKCOLORTINT;
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info.m_nRefractAmount = REFRACTAMOUNT;
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}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
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return true;
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag2 in case the base material still needs it
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}
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// Check flag2 if not drawing cloak pass
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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bool IsTranslucent( IMaterialVar **params ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag in case the base material still needs it
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}
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// Check flag if not drawing cloak pass
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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// Cloak Pass
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if ( !params[CLOAKPASSENABLED]->IsDefined() )
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{
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params[CLOAKPASSENABLED]->SetIntValue( 0 );
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}
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else if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitParamsCloakBlendedPass( this, params, pMaterialName, info );
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}
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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}
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitCloakBlendedPass( this, params, info );
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}
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}
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SHADER_DRAW
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{
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// Skip the standard rendering if cloak pass is fully opaque
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bool bDrawStandardPass = true;
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if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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if ( CloakBlendedPassIsFullyOpaque( params, info ) )
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{
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bDrawStandardPass = false;
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}
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}
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// Standard rendering pass
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if ( bDrawStandardPass )
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{
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
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bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bWriteZ = params[WRITEZ]->GetIntValue() != 0;
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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SHADOW_STATE
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{
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if( bMod2X )
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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}
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if ( bWriteZ )
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{
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// This overrides the disabling of depth writes performed in
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// EnableAlphaBlending
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pShaderShadow->EnableDepthWrites( true );
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}
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 0;
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int userDataSize = 0;
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if( params[BASETEXTURE]->IsTexture() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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numTexCoords = 1;
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}
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if( bVertexColorOrAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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// HACK: add 1 texcoord if these verts are too thin (to do with how we
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// bind stream 2 - see CShaderShadowDX8::VertexShaderVertexFormat)
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// FIXME: instead of this, don't add stream 2 elements to all vertex decls!
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if ( !( flags & VERTEX_COLOR ) && ( numTexCoords == 0 ) )
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{
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numTexCoords = 1;
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}
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, userDataSize );
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( modulate_ps20b );
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SET_STATIC_PIXEL_SHADER( modulate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( modulate_ps20 );
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SET_STATIC_PIXEL_SHADER( modulate_ps20 );
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}
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}
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#if !defined( _X360 ) && !defined( _PS3 )
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else
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{
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColorOrAlpha ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( modulate_ps30 );
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SET_STATIC_PIXEL_SHADER( modulate_ps30 );
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}
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#endif
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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FogToGrey();
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}
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else
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{
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FogToOOOverbright();
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}
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pShaderShadow->EnableAlphaWrites( bWriteZ && bFullyOpaque );
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PI_BeginCommandBuffer();
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// set constant color for modulation
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PI_SetModulationVertexShaderDynamicState();
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PI_EndCommandBuffer();
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}
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DYNAMIC_STATE
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{
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if( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, grey );
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}
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else
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{
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float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, white );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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float vVertexColor[4] = { bVertexColorOrAlpha ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( modulate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( modulate_ps20 );
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}
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}
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#if !defined( _X360 ) && !defined( _PS3 )
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else
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{
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TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
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if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
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{
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pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
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bool bHasDisplacement = false; // TODO
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float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
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// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
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// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
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// if( bHasDisplacement )
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// {
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// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
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// }
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// else
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// {
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// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
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// }
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( modulate_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( modulate_ps30 );
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}
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#endif
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}
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Draw();
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}
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else
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{
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// Skip this pass!
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Draw( false );
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}
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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}
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END_SHADER
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